Web Game Delivery
The best part of web games is delivery. Players click a link and play, with no install, no app store, and no gatekeeper taking a cut. These guides cover getting your game running fast on any device, publishing it, monetizing it, and wrapping it for the stores only if you decide you want to.
Mobile Web Games Without the App Store
Reach phone players straight from the browser. Make an HTML5 game run well on mobile, let players add it to the home screen, and skip the app stores entirely.
Read the guidePWA Games
Turn a web game into an installable, offline capable app with a service worker. Install prompts, home screen icons, saved data, and the iOS limits to plan around.
Read the guideMobile Browser Performance
Why web games run slower on phones and how to fix it. WebGL and WebGPU on mobile, draw calls, asset budgets, thermal throttling, and profiling on real devices.
Read the guideWeb Game Performance
Load fast and hold a steady frame rate. Asset compression, texture atlases, memory management, lazy loading, and a practical optimization checklist.
Read the guidePublishing and Hosting Web Games
Get your finished game in front of players. itch.io, CrazyGames and portals, hosting on your own domain, CDNs, embedding, and SEO for game pages.
Read the guideMultiplayer and Netcode
Add real time play. WebSockets, Colyseus, authoritative servers, lag compensation, matchmaking, and peer to peer with WebRTC, demystified for web devs.
Read the guideCross-Platform Game Controls
One game, every input. Touch controls and virtual joysticks, keyboard and mouse, the Gamepad API, and supporting all of them together cleanly.
Read the guideWeb Game Monetization
Make money from a web game without the app store cut. Ad networks, the Web Monetization API, in game purchases, and licensing to portals.
Read the guideWebXR Games
VR and AR straight from the browser, no store install. Getting started with WebXR, building in Babylon.js and Three.js, controllers, and device support.
Read the guideNative Wrappers for Web Games
When you do want the stores, keep one web codebase. Wrapping a game with Capacitor or Tauri, accessing native features, and submitting to the app stores.
Read the guide